Blood Hunter
Base Class: Blood Hunter

the order of the bloodless was once part of the order of the mutant when one of it´s greatest alchemists recreated the hunters bane to cause  zero psychical damage this greatly decreased casuailtys however when a portal to shadowfell and the order of the muntants and order of the ghostslayer teamed up to close it on the other side (this also resulted in the ordrer of despair) the hunters who used the new hunters bane upon entering the shadowfell had their mind burst fourth as the gloom of the plane tried to steal their sanity the force of their mind so strong it broke their body the blood hunters tried to rebuild their body but all that survived was their mind now a phsycical object (to some decree that is) thus became the order of the bloodless 

Rite of the mind

Rite of The Mind When you join this order at the 3rd level, you learn the Rite of The Mind esoteric rite.

Rite of The Mind. Your rite damage is psychic damage. While the rite is active, you gain the following benefits:

You take half damage in regards to activating rites and empowering blood curses. When you miss an attack, you can use your bonus action to make another attack at the same target with disadvantage.

mental shape

Beginning at the 3rd level, your mind is able to enter the Shadowfell where your body previously was. You gain proficiency in the Insight  skill. Once per long rest, when you take damage from empowering your blood curse or activating your crimson rite, you take no damage instead and regain all movement for that turn.

 

thought step

Upon reaching the 7th level, you learn to disconnect your mind from the physical plane. At the start of your turn, if you are not incapacitated, you can use your bonus action to magically focus your mental power and become only your thoughts. You can move through other creatures and objects in the physical plane as if they were difficult terrain. You can see and interact with creatures and objects residing within the Ethereal Plane. If you end your turn inside an object, you take 1d10 physic damage. If you end this feature while inside an object, you are shunted into the nearest unoccupied space and take psychic damage equal to twice the distance you travelled, in feet. While you are using this feature, all of your weapons use psychic damage as their damage type. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum 1 round). You can use this feature once per short rest. At the 15th level, you can use this feature twice per short rest. You regain all uses upon completing a short or long rest.

just a thought

Beginning at the 11th level, you master the power of thought and become as flexible as your mind. As a bonus action on your turn, you can cast alter self. If you cast it in this way, you choose between the following options:

Mental Shell You can add your Intelligence modifier to your AC as long as you are unarmored.

Healing Mind You can add your Intelligence modifier to Wisdom saves. Every turn, you may heal yourself 1d4 health using your  action.

Deadly Thoughts Once per turn, if you roll a one for damage during an attack, you may replace the roll with your Intelligence modifier.

Blood Curse of the broken thought

At the 15th level, you’ve honed your hemocraft to break the minds of your foes. from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of The Broken Thought for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Curse of The Broken Thought The target must make a Wisdom saving throw. Upon failing, they are under the effects of the confusion spell for 1 minute.

Empowered: The target takes 2d6 psychic damage every time they fail to act normally.

 

undying thoughts

Upon reaching the 18th level, you can roll your hemocraft die and add it to your death save. If this makes your save a 20 or higher, it counts as a critical save. If you succeed on all of your death saves, roll your hemocraft die a number of times equaling your Intelligence modifier,you return to a number of hit points equal to the total.

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